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 Mount&Blade Repository » Modding Tools » M&B Item Editor
      
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View this file on the M&B NexusFile Listing: M&B Item Editor
Last Updated: May 04, 2011, 06:29:39 pm
First Created: Oct 27, 2007, 08:17:57 am
File version: 1.0.0.1
For M&B version: Multiple
Downloads: 39,219 (96,197) Size: 27.6 KB
Views: 73,682 (142,525) Type: ZIP
Rating (5 votes): 4.9 / 5.0
Description
This utility edits item_kinds1.txt directly and allows for editing, inserting, and deleting items without having to mess with Python scripts. BACK UP YOUR ITEM_KINDS1.TXT FILE BEFORE USING!!!


Features
  • Edit, add, and delete items
  • Allows changing of item flags, capabilities, and modifiers
  • Limited support for triggers
  • Auto-calculate weapon speed, damage, difficulty and cost


File History
Fixed bug where edited damage values would not save

Mon, Nov-19-2007

No longer tries to default to <root>:\Program Files\Mount&Blade\Modules\Native, but should remember last folder opened.

Can now edit .808 version of file with one caveat - the file seems to be the exact same format except for triggers, so if you load up a .808 file and save it, you will loose all triggers. You can add them back in manually if you want, but don't try to add them through the editor or you will probably crash the game.

Tue, Nov-20-2007

Added item numbers to all items for easier identification when modifying troops/parties

Fixed bug where editing inserted was quirky (sometimes edits affected item that was cloned).

Fri, Apr-04-2008

Should work for older versions (.800+) still. Triggers still will not work for .890+, but the only native items using them are the flintlock and torch. There is some partial language support, but not working totally yet.

Why a new version? Some foreign (non-US) users could not get it to work. I guess Windows has regional settings, and if you live in a place where a thousands separator is "." as opposed to "," and where the decimal indicator is "," as opposed to ".", the program would die trying to read decimal data. This version forces the numeric parsing to expect US style numbers as is used in the items file.

Just unzip the editor and the settings.xml into the same directory.

Tue, May-06-2008

-Reverted trigger handling to simpler interface. Triggers show up as text lines that you can edit or ignore to your hearts content. Very few triggers were valid for items anyways, and it makes this compatible with older versions (Possibly even .751?) This also means that there is no control on triggers, you can type whatever you want there, so be careful.

-Added application config file

-Config file has autoSave option. When turned on, every time you use the "Save File" option, it will back up your current file first. For example, saving "item_kinds1.txt" would create "item_kinds1.txt_20080506_095501". Obviously, the date/time stamp varies depending on when you save it

-Added language support. In the config file, you define a language file. Use key "languageFile" and a value pointing to the location of the file. The file layout is pretty simple. Use the "english.lang" file as a template. The file contains entries such as "Save_File=". If you change this to "Save_File=Avesay Ilefay", then the editor will show "Avesay Ilefay" where it originally showed "Save File". Be warned: the variables are case sensitive. So if you change the entry to "save_file=test", "test" will not show up because "save" and "file" were not capitalized. If you mispell an entry, leave it blank, or delete an entry, it will used default values.

Thu, May-08-2008

-Fixed one more regional setting bug. Some PC's with "." as thousands separator and "," as decimal separator would screw up item weights when saving. Hopefully this will fix that issue

Sat, May-10-2008

-Fixed bug where using the translation feature for terms "Blunt", "Pierce", and "Cut" could screw up Thrust and Swing damages.

Mon, May-19-2008

Item file changed for .952, so this will not work with it at present. Still works for .951 and earlier.

Mon, May-19-2008

Changed to work for .952. The item modifiers changed. Included in ZIP are 2 language files, english.lang (use for pre .952) and english_.952.lang (for .952). As you can see in the files, there are many more modifiers, although only about half appear to be used.


Fri, May-30-2008

The repository automatically marked all downloads designed for .951 to .952, but the item file modifiers had changed significantly making the editor incompatible. I released a new version May-19th, but then the repository subsequently changed the downloads' version compatabilities back to .951, leading many people to think that my editor is still not compatible with .952.

So this is just a notice that this DOES work with .952, and even .953. It is still backwards compatible as well. See the update just above for details. Make sure to have the config file point to english_.952.lang for .952+, and to english.lang for .951 and prior.

Sat, Jul-05-2008

Since I've been asked a few times, yes this still works for .960. Make sure to have the config file point to english_.952 unless using for a version pre .952.

Thu, Sep-18-2008

-Yes, still works for 1.0. The only change was to the Language file to accomodate the new item modifiers (Lordly, Master, and Champion). Use English_1.0 for 1.0, use english_.952.lang .952-.960, and english.lang for pre .952.

Tue, May-03-2011

Totally reworked version - should work for the original game (later versions) and for Warband. Some minor differences in functionality:

- filtering by flags/capabilities/modifiers/text

- Export/import to CSV file. When you export, it does NOT include factions, meshes, or triggers. You can make edits via a spreadsheet program like Excel, and then import your changes back into the program to apply to the current open items file. You cannot insert new items via this method, only update items. The column names are important when importing, although you can move columns around and resort the items if you wish. The import function keys off the itemNumber column, so as long as it is present, the order of the items/columns doesn't matter, but if that column is missing, the import function will do nothing. Also, you can remove columns you don't wish to update.

-Better multi-language support. The best method to translate the text is to open the editor, open a file, and then select "Languages/Create Language Settings File". This will generate an XML with all translatable text in the editor. You can change what you want by editing the XML. When done, if you save the XML in the same directory as the EXE as ItemEditor.EXE.language.XML, it will load your translations automatically the next time you run the editor. You can also select "Languages/Load Language Settings File" to load your translations at any time.

-"Tools/Clone Item" will clone the current item to the end of the items list (or in Warband it will place it second to last).

-"Tools/Revert Item" will revert the current item back to it's original state as long as you haven't updated the item yet by selecting another item.

FYI, weapon attribute auto-calculation is not included as I don't think anyone was using it anyways

Wed, May-04-2011
Bug fixes for:

-attribute editing - was using the wrong edit control; weight (double) and other controls (ulong) were reversed

-revert item - now reverts unless file saved

-File save prompt should only appear if changes made to current open file
Commands
More From This Author
Comments (Page 1 of 3)
IP: logged
 Re: M&B Item Editor  » posted by Wraithcat on Nov 20, 2007, 08:51:10 pm
Looks really good, but how do some more detailed instructions would be great. For example, how would I go about adding pistols and muskets to the game and having them sold by merchants?

Also, how do you go about editing the accuracy of ranged weapons? Also, I'm assuming that the game determines range as a function of missile speed and accuracy?
IP: logged
 Re: M&B Item Editor  » posted by jordan on Nov 21, 2007, 11:27:35 am
Quote:
Looks really good, but how do some more detailed instructions would be great. For example, how would I go about adding pistols and muskets to the game and having them sold by merchants?
Sorry, but I don't know much about inserting items in terms of what you need to do aside from the item_kinds1.txt. Check the M&B forums for details of adding models, etc.

Also, marking an item as itp_merchandise should allow them to be sold by merchants.
Quote:
Also, how do you go about editing the accuracy of ranged weapons? Also, I'm assuming that the game determines range as a function of missile speed and accuracy?
It looks like the accuracy is stored in the item's 'foot armor' field. I will look to update the label for ranged weapons.

Range is most affected by 'missile speed' I believe.
IP: logged
 Re: M&B Item Editor  » posted by jordan on Nov 22, 2007, 11:53:55 pm
Oops, it appears the ranged weapon accuracy is not stored in the foot armor field. In fact, I don't see it anywhere. I'm not sure it is an editable attribute, using this file anyways.
IP: logged
 Re: M&B Item Editor  » posted by Wraithcat on Nov 25, 2007, 11:46:15 pm
This mod is awsome!! Easily worth the five star rating! It allowed me to modify the flintlock pistol to increase its accuracy and give it a magazine. Through modification of the troops.txt file I gave them to each of my heros and myself and now am running around in any mod I choose with a well balanced gun!!

Its easy to do and doesn't require modding skills at all!!

I've done a test on it, and yes the accuracy of missile weapons is stored in the foot armour field.

Unfortunately, just ticking the merchandise field doesn't automatically put the item in the merchant's stuff for sale, which is a real shame. I'm guessing that there is a field in the merchant's entry of the troops.txt file that specifies which items a merchant will have for sale and that one of these will refer specifically to firearms. If anyone knows which it is, that'd be great. :-)

I'd love it if you could come up with a similar thing for the troops.txt file!!
IP: logged
 Re: M&B Item Editor  » posted by Mitch95 on Dec 12, 2007, 03:49:33 am
This is to wraithcat PLS could u tell me how u got firearms,if u just say:


display_wp_firearms = 1

so how do u make them merchants sell them and did u have to make the gun?
IP: logged
 Re: M&B Item Editor  » posted by Mitch95 on Dec 12, 2007, 03:54:55 am
would this work .902
IP: logged
 Re: M&B Item Editor  » posted by Mitch95 on Dec 13, 2007, 03:33:01 pm
PLEASE MAKE NEW VERSION FOR .903





PLS
IP: logged
 Re: M&B Item Editor  » posted by Lady Trebond on Dec 14, 2007, 05:35:34 pm
When editing guns the accuracy is in the foot armour section
IP: logged
 Re: M&B Item Editor  » posted by jordan on Dec 17, 2007, 09:20:04 am
Accuracy is in the foot armor field. If left at 0, it defaults to 99. That is why it doesn't look like there is accuracy stored for bows, because they are all 99 by default. I am working on a new version that labels the field appropriately when viewing ranged weapons.
IP: logged
 Re: M&B Item Editor  » posted by jordan on Dec 17, 2007, 09:24:07 am
Mitch95, I've checked and this still works with version .900 - .903 except for item triggers. If you don't care about the flintlock or torch (the only 2 items with triggers, and they don't show in the game normally anyways) you can use this version to edit.

If you want to retain the triggers for those two items, you can still use my editor. Just make a copy of item_kinds1.txt first, make your changes, and then cut and paste the trigger lines from the copy back under the flintlock and torch.
IP: logged
 Re: M&B Item Editor  » posted by Mitch95 on Dec 21, 2007, 04:23:14 am
Thanks a lot man :-D
IP: logged
 Re: M&B Item Editor  » posted by Mitch95 on Dec 21, 2007, 04:28:40 am
Just randomly saying HI if anyone has an answer to my question earlier on in the comments i would b very happy camper.(not in a brokeback mountain kinda way) :lol:
IP: logged
 Re: M&B Item Editor  » posted by Tung on Apr 05, 2008, 06:27:24 am
i can't use it. It doesn't work in my PC. :-( This is what it say " The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."
Can anyone explaint for me?? :roll:
IP: logged
 Re: M&B Item Editor  » posted by jordan on Apr 05, 2008, 02:12:15 pm
What operating system are you using? Do you have .NET framework installed?
IP: logged
 Re: M&B Item Editor  » posted by Lord Zearoth on Apr 19, 2008, 06:47:08 pm
if i remember correctly the accuracy is in the foot armour section but i haven't use for a while so i might be wrong
IP: logged
 Re: M&B Item Editor  » posted by kaeldragor on Apr 28, 2008, 08:22:10 am
Had a couple issues with using it on .950... does it need to be changed, or should it be just as compatible?
IP: logged
 Re: M&B Item Editor  » posted by jordan on May 01, 2008, 03:48:01 pm
I haven't tried it yet...I'll take a look soon.
IP: logged
 Re: M&B Item Editor  » posted by Lord Zearoth on May 02, 2008, 01:39:26 am
it not working apparently i need something called .netframework: v2.0.50727 i have searched for it but can't find please help
IP: logged
 Re: M&B Item Editor  » posted by jordan on May 06, 2008, 10:54:27 am
Google .NET framework and download it from Microsoft's site.
IP: logged
 Re: M&B Item Editor  » posted by Wraithcat on May 31, 2008, 02:45:28 am
This, along with the Troops editor, is an outstanding piece of software and a "must have", for anyone wanting to safely and easily tinker with what M&B has to offer.
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